PO/Assets/Scripts/Configs/CardConfig.cs

93 lines
1.7 KiB
C#

using System;
using UnityEditor;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[CreateAssetMenu(fileName = "CardConfig", menuName = "Configs/CardConfig")]
public class CardConfig : ScriptableObject
{
public CardCharacteristics CardCharacteristics;
}
[Serializable]
public enum Specialization
{
meleeAtack,
longAttack,
healing
};
[Serializable]
public enum AttackCount : int
{
none,
one,
two,
three
};
[Serializable]
public enum CardEffects
{
poison,
stun
};
[Serializable]
public class CardCharacteristics
{
public string cardName;
public Sprite picture;
[TextArea(3, 6)]
public string description;
[Tooltip("specialization is necessary for the right choice of goals")]
public Specialization specialization;
[Header("Level")]
public bool improvedLevel;
[Header("Cost")]
public int quantityStamina;
public int quantityHealth;
[Space]
[Header("Damage")]
public int damage;
[Space]
[Header("Effects")]
public int addHealth;
public int addStamina;
public int addArmor;
[Header("Mass Damage")]
public AttackCount enemyCount = AttackCount.none;
[Serializable]
public class ListEffects
{
public CardEffects effect;
public int turns;
public int damage;
}
public ListEffects[] effects;
[Header("Cost")]
[Header("SecondLevelCharacteristic")]
public int quantityStamina2;
public int quantityHealth2;
[Space]
[Header("Damage")]
public int damage2;
[Space]
[Header("Effects")]
public int addHealth2;
public int addStamina2;
public int addArmor2;
}